|“||Light artillery that throws grenades to defeat infantry or buildings.||”|
|—In-game description; note that Grenadiers are not actually artillery units|
Grenadiers are available to the British, Dutch, John Black's Mercenaries (Act II: Ice campaign), Ottomans, Russians, and Swedes. In the Definitive Edition, however, other European civilizations can train Grenadiers once the "Grenade Launchers" Home City Card is sent.
- 1 Overview
- 2 Civilization differences
- 3 Further statistics
- 4 Home City Cards
- 5 Changelog
- 6 Trivia
- 7 History
- 8 Gallery
Grenadiers are a light siege unit whose attacks are equivalent to weak cannonfire, though they are not considered true artillery for purposes of damage multipliers on units (e.g. Culverins). However, like their cousins they have an extraordinarily high ranged resistance that allows them to mitigate ranged attacks. As a general rule, Grenadiers are much more functional as a support and siege unit than fighting against other units. Their attacks are not particularly powerful, but the AoE provides certain opportunities in limited situations.
Grenadiers are effective at destroying buildings since they have fairly high hitpoints and a high siege attack. They are best compared to the Pikeman and their main advantage is their higher survivability. They have more health, ranged resistance, and do not need to be in close range to siege, which can leave the Pikemen vulnerable to being sniped. However, the Pikeman is cheaper, much faster and with careful player control can overcome those positioning issues. When comparing the Grenadier to cannons such as the Falconet, they are more durable, maneuverable, and easier to train (especially costing mostly food and being more coin efficient), but suffer from reduced range and much lower effectiveness against units. Grenadier shipment cards are also inferior to the "2 Falconets" card.
Like most Artillery, Grenadiers are very weak against melee cavalry, which can quickly rush them, are unaffected by their resistances, and have larger unit modules that are less likely to be affected by AoE. To boot, while in melee the Grenadiers' damage will be reduced because even though it has equivalent DPS to their ranged attack, it does not apply an AoE. They are generally easily dispatched by units with high melee attack and multipliers versus heavy infantry or infantry, such as anti-infantry cannons or Abus Guns (siege damage, multipliers against heavy infantry) due to their heavy infantry classification.
Grenadiers are of mixed effectiveness against infantry. While Grenadiers are powerful against massed infantry when in range, many counter-infantry units greatly outrange them (note that the multiplier against Light Infantry in the infobox refers to Aztec units, not to Ranged infantry). Abus Guns and Skirmishers have 18 and 20 range respectively, alongside heavy infantry multipliers which partially or completely negate the Grenadier's high ranged resist. As mentioned, the Abus in particular can also bypass the Grenadier's ranged resistance with siege damage. If the enemy is skilled they can stagger their troops and kite away. Grenadiers are also unable to kite due to their long throwing animation, so fast melee infantry which can focus them down would be the next threat, such as the Rodelero or Pikeman. Grenadiers would be best suited to fighting equally slow and short ranged infantry such as Musketeers and Halberdiers. They are capable against short ranged infantry, such as Mantlets, and can do quite well against Crossbowmen or groups of Strelets as their damage is more evenly matched compared to Skirmishers (Strelets having low base damage, and Crossbowmen having a lower damage multiplier). Increasing their area of effect attack of three to four with Incendiary Grenades at the Arsenal will be worthwhile in this role.
Economically, Grenadiers are individually expensive, but somewhat cheaper than two Musketeers. To pay off effectively it would require getting good AoE hits or siege damage. The Ottomans can use Grenadiers to balance their resources when training from the Artillery Foundry, although this leaves them incredibly weak to cavalry and the food is likely better spent on Janissaries.
Civilizations that lack Grenadiers of their own can sometimes hire the mercenary version at a Saloon or Monastery. The Chinese and Indians can hire four Grenadiers at the Consulate. The first two buildings provide the Arsonist, the latter by selecting the French Expeditionary Company.
By default, Grenadiers will use their ranged attack to attack enemy ships. Putting them in melee mode will make them use their siege attack instead, vastly improving their damage.
|Veteran Grenadiers||200 wood,
|Upgrades Grenadiers to Veteran (+20% hit points and attack)||British|
|Guard Grenadiers||600 wood,
|Upgrades Grenadiers to Guard (+30% hit points and attack); requires Veteran Grenadiers||British|
|Humbaraci Corps||1,000 wood,
|Upgrades Grenadiers to Humbaraci (+10% hit points and attack, as well as the Guard upgrade, granting another +30% hit points and attack); requires Veteran Grenadiers||Ottomans|
|Pavlov Grenadiers||Upgrades Grenadiers to Pavlov Grenadiers (+10% hit points and attack, as well as the Guard upgrade, granting another +30% hit points and attack); requires Veteran Grenadiers||Russians|
|Imperial Grenadiers||1,500 wood,
|Upgrades Grenadiers to Imperial (+50% hit points and attack); requires Guard Grenadiers||British|
|Imperial Humbaraci||Upgrades Humbaraci to Imperial (+50% hit points and attack); requires Humbaraci Corps||Ottomans|
|Imperial Pavlovs||Upgrades Pavlov Grenadiers to Imperial Pavlovs (+50% hit points and attack); requires Pavlov Grenadiers||Russians|
- As seen above, the Ottomans and Russians can upgrade Grenadiers to Royal Guard and Imperial Guard levels.
- Even though the British have generic Grenadiers, they have multiple Home City Cards that makes their Grenadiers one of the strongest in the game.
- The French can ship up to 27 Grenadiers through Garde Imperial 1, Garde Imperial 2, and Garde Imperial 3.
- John Black's Mercenaries can only upgrade Grenadiers to the Guard level.
- Chinese and Indians can get Grenadiers by allying with the French at the Consulate, which provides French Expeditionary Company and French Expeditionary Force that includes 4 and 3 Grenadiers (named Young Guard in the Colonial Age, Middle Guard in the Fortress Age, and Old Guard in the Industrial Age) respectively. These Grenadiers start with +10% hit points and attack than their regular counterpart and are automatically upgraded in each Age starting from the Fortress Age (see here for the exact values).
- Revolting to Hungary as the Russians turn Grenadiers into Hungarian Grenadiers which have 6 more range.
- Germans and Ottomans can acquire Hungarian Grenadiers when revolting to Hungary with the "Hungarian Grenadiers" Home City card.
|Unit strengths and weaknesses|
|Strong vs.||Infantry in groups, buildings|
|Weak vs.||Cavalry, Coyote Runners, artillery|
|Hit points|| Thin Red Line (+20%, British only)|
Cree Tanning (+5%)
Navajo Weaving (+5%)
Grand Encampment (+25%, United States only)
|Attack|| Socket Bayonet (+20% melee attack)|
Incendiary Grenades ( siege attack and +1 AOE)
Clenched Fist (+30% melee attack)
|Speed|| Military Drummers (+10%)|
Incan Road-building (+20%)
Apache Endurance (+5%)
|Sight||Town Watch (+2)|
|Creation speed|| Standing Army (-25%)|
Incan Chasquis Messengers (-25%)
|Train cost||Mapuche Ad-mapu (-10% coin cost)|
|Other|| Garde Imperial 1 (ships 4 Grenadiers, French only)|
Garde Imperial 2 (ships 8 Veteran Grenadiers with Incendiary Grenades, French only)
Garde Imperial 3 (ships 15 Royal Guard Grenadiers, French only)
Westernization (grants Veteran upgrade, Russians only)
Petrine Reforms (grants Royal Guard upgrade, Russians only)
Meritocracy (-20% upgrade cost)
|Penalties|| Thin Red Line (-25% speed, British only)|
Coffee Trade (-10% speed, Dutch only)
Grand Encampment (-25% speed, United States only)
Home City Cards
|Click for a list of Home City Cards related to the Grenadier|
Age of Empires III
- Grenadiers have 50% ranged resistance, a x0.5 multiplier against cavalry and shock infantry, and a siege rate of fire of 3.0.
- Grenadiers are affected by the "Engineering School" Home City Card.
- Grenadiers are affected by the Socket Bayonet technology.
- Grenadiers now have 40% ranged resistance, a x0.3 multiplier against cavalry and shock infantry, and a siege rate of fire of 4.0.
- "Grenade Launchers" introduced. It allows civilizations other than British, Dutch, Ottomans, Russians, and Swedes to train Grenadiers.
- Grenadiers are no longer affected by the "Engineering School" Home City Card.
- Grenadiers are no longer affected by the Socket Bayonet technology.
- Grenadiers now use a new animation in Volley Mode.
- Fixed an issue causing Grenadiers to restart their firing animation during combat.
- Grenadiers are now tagged as Grenade Trooper.
- Grenadiers inaccuracy removed.
- Ottoman Royal Guard Grenadiers are named after the Humbaracı. Before the Definitive Edition, they are named Baratcu, which is a misspelling of the Turkish word barutçu that refers to a craftsman who makes gunpowder.
- Russian Royal Guard Grenadiers may be named after the Pavlovsky Grenadier Regiment.
|“||Grenadiers began as a unit of siege infantry that hurled grenades - iron spheres filled with gunpowder -- at their targets. Grenadiers needed to be tall, strong men so they could lob the grenades to their targets, or at least far enough away so that the explosion didn't damage their own troops. Over time, tactics and technology changed, and Grenadiers evolved into elite, highly trained and storied infantry regiments.
Grenadiers wore long-tailed coats festooned with buttons, braid, and brass. The classic Grenadier wears a tall, cylindrical hat trimmed in or covered with bearskin. The hat originally had no brim, or a very little one at most, so it would not interfere with throwing, even though later Grenadiers fought as traditional infantry.